xref: /aosp_15_r20/external/skia/modules/skottie/src/effects/BulgeEffect.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2021 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "include/core/SkBlendMode.h"
9 #include "include/core/SkCanvas.h"
10 #include "include/core/SkMatrix.h"
11 #include "include/core/SkPaint.h"
12 #include "include/core/SkPicture.h"
13 #include "include/core/SkPictureRecorder.h"
14 #include "include/core/SkPoint.h"
15 #include "include/core/SkRect.h"
16 #include "include/core/SkRefCnt.h"
17 #include "include/core/SkSamplingOptions.h"
18 #include "include/core/SkShader.h"
19 #include "include/core/SkSize.h"
20 #include "include/core/SkString.h"
21 #include "include/core/SkTileMode.h"
22 #include "include/effects/SkRuntimeEffect.h"
23 #include "include/private/base/SkAssert.h"
24 #include "modules/skottie/src/Adapter.h"
25 #include "modules/skottie/src/SkottiePriv.h"
26 #include "modules/skottie/src/SkottieValue.h"
27 #include "modules/skottie/src/effects/Effects.h"
28 #include "modules/sksg/include/SkSGNode.h"
29 #include "modules/sksg/include/SkSGRenderNode.h"
30 
31 #include <cmath>
32 #include <cstddef>
33 #include <utility>
34 #include <vector>
35 
36 namespace skjson {
37 class ArrayValue;
38 }
39 namespace sksg {
40 class InvalidationController;
41 }
42 
43 namespace skottie::internal {
44 namespace {
45 
46 static constexpr char gBulgeDisplacementSkSL[] =
47     "uniform shader u_layer;"
48 
49     "uniform float2 u_center;"
50     "uniform float2 u_radius;"
51     "uniform float2 u_radius_inv;"
52     "uniform float u_h;"
53     "uniform float u_rcpR;"
54     "uniform float u_rcpAsinInvR;"
55     "uniform float u_selector;"
56 
57     // AE's bulge effect appears to be a combination of spherical displacement and
58     // exponential displacement along the radius.
59     // To simplify the math, we pre scale/translate such that the ellipse becomes a
60     // circle with radius == 1, centered on origin.
61     "float2 displace_sph(float2 v) {"
62         "float arc_ratio = asin(length(v)*u_rcpR)*u_rcpAsinInvR;"
63         "return normalize(v)*arc_ratio - v;"
64     "}"
65 
66     "float2 displace_exp(float2 v) {"
67         "return v*pow(dot(v,v),u_h) - v;"
68     "}"
69 
70     "half2 displace(float2 v) {"
71         "float t = dot(v, v);"
72         "if (t >= 1) {"
73             "return v;"
74         "}"
75         "float2 d = displace_sph(v) + displace_exp(v);"
76         "return v + (d * u_selector);"
77     "}"
78 
79     "half4 main(float2 xy) {"
80         // This normalization used to be handled externally, via a local matrix, but that started
81         // clashing with picture shader's tile sizing logic.
82         // TODO: investigate other ways to manage picture-shader's tile allocation.
83         "xy = (xy - u_center)*u_radius_inv;"
84 
85         "xy = displace(xy);"
86         "xy = xy*u_radius + u_center;"
87         "return u_layer.eval(xy);"
88     "}";
89 
bulge_effect()90 static sk_sp<SkRuntimeEffect> bulge_effect() {
91     static const SkRuntimeEffect* effect =
92         SkRuntimeEffect::MakeForShader(SkString(gBulgeDisplacementSkSL), {}).effect.release();
93     SkASSERT(effect);
94 
95     return sk_ref_sp(effect);
96 }
97 
98 class BulgeNode final : public sksg::CustomRenderNode {
99 public:
BulgeNode(sk_sp<RenderNode> child,const SkSize & child_size)100     explicit BulgeNode(sk_sp<RenderNode> child, const SkSize& child_size)
101         : INHERITED({std::move(child)})
102         , fChildSize(child_size) {}
103 
104     SG_ATTRIBUTE(Center  , SkPoint   , fCenter)
105     SG_ATTRIBUTE(Radius  , SkVector  , fRadius)
106     SG_ATTRIBUTE(Height  , float     , fHeight)
107 
108 private:
contentShader()109     sk_sp<SkShader> contentShader() {
110         if (!fContentShader || this->hasChildrenInval()) {
111             const auto& child = this->children()[0];
112             child->revalidate(nullptr, SkMatrix::I());
113 
114             SkPictureRecorder recorder;
115             child->render(recorder.beginRecording(SkRect::MakeSize(fChildSize)));
116 
117             fContentShader = recorder.finishRecordingAsPicture()
118                     ->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, SkFilterMode::kLinear,
119                                  nullptr, nullptr);
120         }
121 
122         return fContentShader;
123     }
124 
buildEffectShader()125     sk_sp<SkShader> buildEffectShader() {
126         if (fHeight == 0) {
127             return nullptr;
128         }
129 
130         SkRuntimeShaderBuilder builder(bulge_effect());
131         float adjHeight = std::abs(fHeight)/4;
132         float r = (1 + adjHeight)/2/sqrt(adjHeight);
133         float h = std::pow(adjHeight, 3)*1.3;
134         builder.uniform("u_center")       = fCenter;
135         builder.uniform("u_radius")       = fRadius;
136         builder.uniform("u_radius_inv")   = SkVector{1/fRadius.fX, 1/fRadius.fY};
137         builder.uniform("u_h")            = h;
138         builder.uniform("u_rcpR")         = 1.0f/r;
139         builder.uniform("u_rcpAsinInvR")  = 1.0f/std::asin(1/r);
140         builder.uniform("u_selector")     = (fHeight > 0 ? 1.0f : -1.0f);
141 
142         builder.child("u_layer") = this->contentShader();
143 
144         return builder.makeShader();
145     }
146 
onRevalidate(sksg::InvalidationController * ic,const SkMatrix & ctm)147     SkRect onRevalidate(sksg::InvalidationController* ic, const SkMatrix& ctm) override {
148         const auto& child = this->children()[0];
149         fEffectShader = buildEffectShader();
150         return child->revalidate(ic, ctm);
151     }
152 
onRender(SkCanvas * canvas,const RenderContext * ctx) const153     void onRender(SkCanvas* canvas, const RenderContext* ctx) const override {
154         if (fHeight == 0) {
155             this->children()[0]->render(canvas, ctx);
156             return;
157         }
158         const auto& bounds = this->bounds();
159         const auto local_ctx = ScopedRenderContext(canvas, ctx)
160                 .setIsolation(bounds, canvas->getTotalMatrix(), true);
161 
162         canvas->saveLayer(&bounds, nullptr);
163 
164         SkPaint effect_paint;
165         effect_paint.setShader(fEffectShader);
166         effect_paint.setBlendMode(SkBlendMode::kSrcOver);
167 
168         canvas->drawPaint(effect_paint);
169     }
170 
onNodeAt(const SkPoint &) const171     const RenderNode* onNodeAt(const SkPoint&) const override { return nullptr; } // no hit-testing
172 
173     sk_sp<SkShader> fEffectShader;
174     sk_sp<SkShader> fContentShader;
175     const SkSize fChildSize;
176 
177     SkPoint  fCenter = {0,0};
178     SkVector fRadius = {0,0};
179     float   fHeight = 0;
180 
181     using INHERITED = sksg::CustomRenderNode;
182 };
183 
184 class BulgeEffectAdapter final : public DiscardableAdapterBase<BulgeEffectAdapter,
185                                                              BulgeNode> {
186 public:
BulgeEffectAdapter(const skjson::ArrayValue & jprops,const AnimationBuilder & abuilder,sk_sp<BulgeNode> node)187     BulgeEffectAdapter(const skjson::ArrayValue& jprops,
188                       const AnimationBuilder& abuilder,
189                       sk_sp<BulgeNode> node)
190         : INHERITED(std::move(node))
191     {
192         enum : size_t {
193             kHorizontalRadius_Index = 0,
194             kVerticalRadius_Index = 1,
195             kBulgeCenter_Index = 2,
196             kBulgeHeight_Index = 3,
197             // kTaper_Index = 4,
198             // kAA_Index = 5,
199             // kPinning_Index = 6,
200         };
201         EffectBinder(jprops, abuilder, this).bind(kHorizontalRadius_Index, fHorizontalRadius)
202                                             .bind(kVerticalRadius_Index, fVerticalRadius)
203                                             .bind(kBulgeCenter_Index, fCenter)
204                                             .bind(kBulgeHeight_Index, fBulgeHeight);
205     }
206 
207 private:
onSync()208     void onSync() override {
209         // pre-shader math
210         auto n = this->node();
211         n->setCenter({fCenter.x, fCenter.y});
212         n->setRadius({fHorizontalRadius, fVerticalRadius});
213         n->setHeight(fBulgeHeight);
214     }
215 
216     Vec2Value fCenter;
217     ScalarValue fHorizontalRadius,
218                 fVerticalRadius,
219                 fBulgeHeight;
220     using INHERITED = DiscardableAdapterBase<BulgeEffectAdapter, BulgeNode>;
221 };
222 
223 } // namespace
224 
attachBulgeEffect(const skjson::ArrayValue & jprops,sk_sp<sksg::RenderNode> layer) const225 sk_sp<sksg::RenderNode> EffectBuilder::attachBulgeEffect(const skjson::ArrayValue& jprops,
226                                                              sk_sp<sksg::RenderNode> layer) const {
227     auto shaderNode = sk_make_sp<BulgeNode>(std::move(layer), fLayerSize);
228     return fBuilder->attachDiscardableAdapter<BulgeEffectAdapter>(jprops, *fBuilder,
229                                                                   std::move(shaderNode));
230 }
231 
232 } // namespace skottie::internal
233